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E-commerce: Mobile, social, local commerce drivers of growth for startups [16May11] - 0 views

  • In the fast-moving world of Internet innovation, the search for the winning combination of strategies often means companies are continually rolling out features to match their competitors.Take local deals, territory that Chicago-based Groupon claimed with its launch more than two years ago. Google, Facebook, Yelp, OpenTable and a host of other Web-based companies have introduced their versions of discount offers since then. And many of these players have started allowing users to "check in" to local businesses on their mobile phones, a concept popularized by Foursquare and other location-based services.This ongoing flurry of activity is underpinned by a common desire to conquer three important categories of growth for consumer-oriented Internet companies: mobile, social and local commerce. The race to find the right mix is crucial for capturing revenues and the loyalty of consumers whose sources for information and entertainment are becoming increasingly fragmented.
  • "A mobile and social Web, both on the advertising side and e-commerce side, is going to be more highly monetizable," said Mendez, whose private-equity firm focuses on privately held companies such as Facebook. "It's more likely to turn eyeballs and visitors into transactions and dollars spent."Companies are building on the three pillars of mobile, social and local commerce in different ways, focusing on core strengths before adding other capabilities.
  • Groupon, for example, built its business model on the idea of social plus local commerce, creating a group-buying platform as a new form of local online advertising. Last week, it launched a mobile application called Groupon Now that delivers deals to consumers based on their location.
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  • New York-based Foursquare tackled the combination of mobile and social at its inception. The service initially focused on letting friends share information about their whereabouts through their phones and collect virtual badges for check-ins. As the company has racked up nearly 9 million users worldwide and more than 500 million check-ins during 2010, it has turned increasing attention to the local commerce component.
  • Foursquare built a self-service platform for merchants to offer special deals that give consumers another incentive to check in, with perks ranging from discounts to reserved parking spots.
  • The startup also sees opportunities in mobile-based loyalty programs and worked on a pilot with Dominick's parent Safeway that linked the grocery chain's rewards card to a member's Foursquare account. A person who had checked in to a gym at least 10 times a month, for example, might receive coupons for Gatorade.
  • "Commerce is happening when you're there and mobile puts you there," said Jake Furst, Foursquare's business development manager.
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    Web-based companies searching for ideal balance of 3 key categories,mobile,social,local commerce
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Global payment solution - InMobi's new mobile payments service to reach three billion u... - 0 views

  • InMobi SmartPay™ will enable app developers, game companies, and content providers in the US $200bn mobile content and virtual goods space to expand their business and monetize their users quickly and easily into new markets by providing a one-time, no-cost, single point of integration across multiple countries.
  • The solution offers consumers a seamless, pure mobile checkout experience using secure, direct to carrier billing to start, but expanding to all forms of mobile payment methods including credit cards, PayPal, and local mobile wallets by the end of 2011.
  • †The new solution already offers reach to over one billion consumers in seven countries, including the US, UK, Germany, India, Indonesia, South Africa, and Malaysia, with huge growth plans to expand to over three billion consumers in 30 countries by the end of the year.
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  • a key technology enabler within the global mobile ecosystem, especially for the developer community," said Naveen Tewari, CEO of InMobi,
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Seduction Secrets In Video Game Design [20May11] - 0 views

  • "Drawing on cognitive science, an increasing number of game theorists and designers say that our growing love of video games has important things to tell us about our intrinsic desires and motivations. Central to it all is a simple theory – that games are fun because they teach us interesting things and they do it in a way that our brains prefer – through systems and puzzles. 'With games, learning is the drug,' writes Raph Koster, the designer of seminal multiplayer fantasy games such as Ultima Online and Star Wars Galaxies. 'In game theory, this is often spoken of as the "magic circle": you enter into a realm where the rules of the real world don't apply – and typically being judged on success and failure is part of the real world. People need to feel free to try things and to learn without being judged or penalised.' Another important element is autonomy as games tap into our need to have control.
  • Finally another important game design facet is 'disproportionate feedback,' in which players are hugely rewarded for achieving very simple tasks. In highly successful shooters such as Call of Duty and Bulletstorm, when an enemy is shot, they don't just collapse to the floor, they explode into chunks. 'You're good, you're a success – you're powerful,' writes Stuart. 'Disproportionate feedback is an endorphin come-on.'"
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Verifying Passwords By the Way They're Typed [19May11] - 0 views

  • "There are good passwords and bad passwords, but none of them are totally secure. Researchers at the American University of Beirut, Lebanon, are working on strengthening an approach to password security that's not just about what you type, but how you type it (abstract)." Note that the actual paper appears to be behind some crappy paywall: hopefully the research exists elsewhere on-line.
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Valve's Newell: One-Price-For-Everyone Business Model 'Broken' [17May11] - 0 views

  • Fysx writes with recent comments from Valve co-founder Gabe Newell about how he thinks the traditional video game business model is flawed: "The industry has this broken model, which is one price for everyone. That’s actually a bug, and it’s something that we want to solve through our philosophy of how we create entertainment products. What you really want to do is create the optimal pricing service for each customer and see what’s best for them. We need to give customers, all of them, a robust set of options regarding how they pay for their content. An example is – and this is something as an industry we should be doing better – is charging customers based on how much fun they are to play with. Some people, when they join a server, a ton of people will run with them. Other people, when they join a server, will cause others to leave. We should have a way of capturing that. We should have a way of rewarding the people who are good for our community."
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    Suggests pricing for video games ought to be based on how much fun someone is to play with.
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3 Mobile Apps Every Business Owner Should Try [21May11] - 0 views

  • When choosing from over one million mobile apps across multiple platforms, which ones are really worth it? What about Web-based applications that aren’t apps but are highly effective when used on your mobile device? Well, there isn’t an app that can figure out which apps are right for you but there is a non-app alternative—humans—that can do that.
  • Here are three business-related apps that every small business owner should consider trying. PayPal PayPal offers small business owners the ability to sell goods and services, send payments, receive payments and transfer money securely.
  • Quickoffice It can be very annoying when you are on the road and someone sends a Word document or an Excel spreadsheet for you to review. You click the download link on your phone only to realize that you can’t open the attachment.
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  • Zaarly Zaarly is a “proximity based, real-time buyer powered market” that operates from your mobile device. It basically gives you the opportunity to broadcast your need for something, the amount you are willing to pay and the time within you need it.
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Faster fingers are making us weaker [25May11] - 0 views

  • For the emergent generation of adolescents and pre-adolescents, at least in developed economies, constant high-speed internet access and online networking have become the very air they breathe. A new study, however, has some cautionary advice.The study, published in Acta Paediatrica, has renewed concerns about how digital life has led children off the playground and into the computer room… permanently. The study concludes that the average 10-year-old today
  • For the emergent generation of adolescents and pre-adolescents, at least in developed economies, constant high-speed internet access and online networking have become the very air they breathe. A new study, however, has some cautionary advice.
  • Although the study found that Body Mass Index (BMI) had remained constant, BMI is notorious for not factoring in the composition of muscle and fat ratios in its results. According to Dr Gavin Sandercock, a fitness expert at Essex University, a constant BMI is all well and good but the results are still “worrying from a health point of view” because they show that “pound for pound, [children are] weaker and probably carrying more fat,” he told The Guardian.
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  • The study, published in Acta Paediatrica, has renewed concerns about how digital life has led children off the playground and into the computer room… permanently. The study concludes that the average 10-year-old today is far weaker physically than his counterpart just a decade ago. His arm strength has fallen by 26%, he can do 27% less sit-ups, and he is less likely to be able to hold his weight hanging from a bar.
  • For adults, the negative health effects associated with an increasingly digital-based lifestyle have been well documented. Inactivity, a bent or bowed posture, and perpetual screen-staring are taking a toll on desk-bound employees, ranging from short-term memory problems (and possible links to early dementia) to increased heart-health and muscular complications. And just when you thought your office space was the epitome of a modern sanitary workhouse, consider that microbiologists have tended to find more harmful bacteria on a typical computer keyboard than on a toilet seat.
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The Internet of Things: Toolbox to help objects communicating via the Net - 0 views

  • Tools for collaboration The Internet of Things will introduce new smart objects to our homes. One challenge is to find effective solutions to enable different products to work together. Currently no standardised tools or distribution platforms exist in this area
  • A group of Norwegian researchers have been addressing this issue. In the research project Infrastructure for Integrated Services (ISIS) they have created a platform for developing and distributing applications for the Internet of Things. The platform encompasses a programming tool for developers, called Arctis and the website ISIS Store for downloading applications. The project has received funding from the Research Council of Norway's Large-scale Programme VERDIKT
  • "In a 'smart' everyday life objects and applications often need to be connected to several different communication services, sensors and other components. At the same time they need to respond quickly to changes and the actions of users. This requires very good control over concurrence in the system, which can be difficult to achieve with normal programming," he explains. Dr Kraemer believes that the tool will make it easier to create new applications, adapt them to existing applications and update software as necessary.
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  • An alarm clock not only rings, but can also switch on the coffee machine while turning on the light.
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Console vs. PC redux: how mobile gaming will reshape the industry (again) [15Jun11] - 0 views

  • Who cares about ancient history? If you're a gamer you should, because it's happening again. This time, though, its console gamers lobbing the same lamentations at Angry Bird players, Words With Friends addicts, and ever-sneaky Fruit Ninjas. As smartphones and tablets get more powerful, the dedicated gaming machine looks more and more quaint. Where once software supported hardware in one big, happy family, it's all becoming rather more... disjointed. For a gamer like me, that's a little troubling. If app gaming does for consoles what those consoles did to the PC scene a decade ago, a lot of big game studios are going to be in trouble, and a lot of gamers are going to be pining for the good 'ol days.
  • It's hard to tell at what point mobile gaming became a serious threat to the console scene, but surely nobody at Nintendo lost any sleep when Snake crawled its way into the hearts of many a Nokia user back in the late '90s. Then, just a few years later, Steve Jobs started comparing iPod sales to those of dedicated gaming machines. I initially thought the very notion was preposterous; that an iPod didn't hold a candle to the DS and PSP I took with me on every flight. In the ensuing months, however, I've changed my tune.
  • In recent years we haven't exactly seen a lot of innovation on the console gaming front. Sure, there was a giant rush to jump on the motion gaming bandwagon -- Microsoft with the Kinect and Sony with the Move, even Nintendo sauntering back in with the MotionPlus -- but none of those technologies have delivered the new gameplay experiences that even grizzled veterans like myself secretly hoped they might. Nor have they succeeded in whetting my appetite for something truly new. As someone whose youth was punctuated by a three-year console cycle, booting up the same 'ol hardware almost six years later feels wrong.
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  • On the portable gaming front things are moving -- but slowly. Over the past seven or so years Nintendo and Sony have both been slowly refining their portable systems of choice, but not even Nintendo's glasses-free 3D technology really qualifies as something particularly innovative. It is, after all, just another graphics technique
  • With nothing really changing it's mighty easy for the others to catch up, and of course those others are the smartphones, the iPods, and the tablets. They aren't there yet -- the Samsung Galaxy S II has a dual-core processor running at 1GHz while the Xbox 360 has 3.2Ghz spread over three cores -- but mobile devices are gaining ground quick. And, with services like OnLive, one could say that hardware no longer matters.
  • Regardless, hardware is losing its importance.
  • While we'll surely get one more generation of great dedicated gaming hardware from the big three, I have my fears that it will be the last. Sony sees the writing on the wall, with its (currently half-assed) PlayStation Suite program for devices, and Microsoft is testing the waters with Xbox Live integration on Windows Phone. It's only a matter of time before everybody's following suit -- or getting left behind. But don't worry, console gamers, because it's not all bad news. We're actually on the verge of some very interesting changes which, believe it or not, could work out for the best. Think about it: all modern phones have Bluetooth, so connecting external gaming controllers is easy -- even a keyboard and mouse. HDMI output is now more-or-less standard, and hopefully WHDI ubiquity isn't far off.
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Virtual offices vs. virtual selves: overcoming isolation in a wired future [17Jun11] - 0 views

  • while workers want autonomy and flexibility, they also want social connection. In an interview, Yosh Beier of Collaborative Coaching summed this up, saying, “people want to have control over the where and when of their work experience, but they don’t necessarily want to isolate themselves.” How will this tension be resolved in the future?
  • Many point to technology to keep people connected across physical distance, tools “that will make the remote less remote,” in Beier’s words. He points to the mania for Foursquare in the consumer space as an example of people who are physically distant but use tech to “locate themselves.” The same is true for Facebook, which provides a virtual social connection and is a bit like a remote social gathering. Beier sees this trend of using tech to overcome the social isolation of web-enabled distance moving from consumers to web workers:
  • But instead of substituting virtual spaces for real ones (the Matrix model), some folks are focusing on substituting virtual selves for physical presence and meeting in real spaces (the Avatar model). Just look at our recent piece on robot avatars you can send to work or events in your stead and control over the Internet. Commenters on the post were skeptical, but Trevor Blackwell, CEO of Anybots (he’s also a partner in Y Combinator), which makes the robo-avatars pictured above, insisted in an interview that the idea wasn’t science fiction:
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  • People actually get a kick out of locating themselves. They want to know where their colleagues are. There will be more programs like Sococo. The idea is to have a virtual office on your screen. You see your virtual coworkers located in their “office” room, can “walk” to their room, when in the same room the mics let you talk and listen seamlessly, you have conference rooms with whiteboards, water coolers and tea kitchens for those in need of small talk, etc. People’s real location doesn’t matter, but they choose to locate themselves in respect to the virtual office so the team cohesion is supported.
  • The thing that’s far-fetched is robots with their own intelligence. Who knows if general purpose A.I. is ever going to happen? But robots that can move around in an office and be used as communication devices isn’t science fiction at all. Now we’re getting to the point where you can do it over a much larger distance because you can just do it over the internet, and the cost is low enough and reliability is high enough that it makes sense to do every day in an office. Our goal is to have 100,000 of these out there in five years.
  • Of course, both technologies boil down to an extension of video conferencing, with the likes of Sococo adding the possibility of spontaneity and easy initiation of contact, and robot avatars offering mobility and the ability to inspect locations. Still, whichever technological future you favor, there will still be a screen between you and your fellow humans.
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American Express' Digital Payments Platform Serve Teams with Sprint [18Jul11] - 0 views

  • American Express' new digital payments and commerce platform Serve has just announced its first carrier deal since its launch in March of this year. The company's new partnership with U.S. operator Sprint will allow Serve's mobile wallet application to be made available in the Sprint Zone for customers using select Android phones.
  • Serve, which can be funded by a bank account, debit or credit card, or from another Serve account, does not require users to be American Express card holders. Instead, it's aimed at those who don't rely on credit cards. With Serve, customers can shop both online and offline, anywhere American Express is accepted.
  • In the future, Serve will also be used for redeeming offers on goods and services, too, by way of a Groupon-like program.
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  • Later this summer, American Express announced a partnership with Patch, AOL's hyperlocal news and content outlet. Serve will power the Patch Deals platform, a Groupon-style discounts program with local merchants on the AmEx network.
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Start-up YFind Wants To Make Buildings Location Intelligent [25Jul11] - 0 views

  • Newly formed Singapore-based start-up YFind is the latest location-based start-up in the country. It has nothing to do with check-in or badges. Rather the team has a vision to make buildings “location intelligent.”
  • YFind’s mobile app uses WiFi signals to detect the position of a mobile device. So what’s that good for? Melvin Yuan, one of the co-founders of YFind explained via email:
  • If you’re a customer, this means you can now easily find amenities like the nearest toilets and the right ATMs. If you’re a retailer or mall operator, it means you will be able to engage your customers more effectively – telling them what’s available around them, immediate and relevant promotions, and what else is happening in the mall at any point in time. It’s real-time, contextual customer engagement at its finest.
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There's no such thing as big data - O'Reilly Radar [09Aug11] - 0 views

  • “You know,” said a good friend of mine last week, “there’s really no such thing as big data.” I sighed a bit inside. In the past few years, cloud computing critics have said similar things: that clouds are nothing new, that they’re just mainframes, that they’re just painting old technologies with a cloud brush to help sales. I’m wary of this sort of techno-Luddism. But this person is sharp, and not usually prone to verbal linkbait, so I dug deeper.
  • And this was his point about big data: that given how much traditional companies put it to work, it might as well not exist. Companies have countless ways they might use the treasure troves of data they have on us. Yet all of this data lies buried, sitting in silos. It seldom sees the light of day.
  • Small, agile startups disrupt entire industries because they look at traditional problems with a new perspective. They’re fearless, because they have less to lose. But big, entrenched incumbents should still be able to compete, because they have massive amounts of data about their customers, their products, their employees, and their competitors. They fail because often they just don’t know how to ask the right questions.
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  • In a recent study, McKinsey found that by 2018, the U.S. will face a shortage of 1.5 million managers who are fluent in data-based decision making. It’s a lesson not lost on leading business schools: several of them are introducing business courses in analytics.
  • This is what we’re hoping to explore at Strata JumpStart in New York next month. Rather than taking a vertical look at a particular industry, we’re looking at the basics of business administration through a big data lens. We'll be looking at apply big data to HR, strategic planning, risk management, competitive analysis, supply chain management, and so on. In a world flooded by too much data and too many answers, tomorrow's business leaders need to learn how to ask the right questions.
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Thoughts on Google Plus: The Magic Isn't Social, It's Semantic [28Jul11] - 0 views

  • Sparks are a very simple taxonomy right now, but do have persistent URIs, which you can find by hovering over a Spark and looking in the left of the status bar at the bottom of your screen.
  • This warrants more dissecting and attention. Will they eventually use all or some of the hierarchy of Google Directory? Will they become hierarchical? Will the algorithm improve as we click on links that interest us? Can we add our own information? Are we creating new entities for Google as we search for and add Sparks to our items of interest – it seems that way. It’s not an ontology yet, but it’s a start. Lots of people creating persistent URIs for entities they’ve dreamed up – I hear that evil cackle again!
  • Google, by nature of its founding, is in a prime position to address the challenges that many enterprise technologists have when thinking about semantic data – how do we handle unstructured data? We have metadata: in schema, in taxonomies, in ontologies even. We have loads of content. With no metadata. How do we get them together? We can’t afford to hire a small army of indexers to apply the metadata to the content. The system metadata is insufficient and poor. We have a pretty good search tool, and have put some effort into data dictionaries, entity extraction and rules-based classification. We have tools that do latent semantic indexing and latent semantic analysis.  Make sense of unstructured information? Sure, Google can do that. Hopefully they will not reduce efforts in these areas too much to focus on other projects. Many of us can execute a search and return nothing useful; crowdsourcing tagging in G+ may re-vitalize  components of the search algorithm.
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Applying Game Mechanics to Functional Software [13Sep11] - 0 views

  • I am very skeptical about gamification in enterprise software and deeply suspicious about the hype around it in my company and outside. I have been searching for a while for a good introduction to behavioral mechanics that engage people. I found this talk by Amy Jo Kim very useful for the kind of work I do. She has worked in areas where social media and game mechanics intersect. Game mechanics change people's behavior Games engage us in flow, unfolding challenges over time to the player The 5 foundational elements of game mechanics are Collecting The power of completing a set Points Game points are points given by system Social points are given by other players. They drive collaboration. Redeemable points drive loyalty in those who care Leader boards drive player behavior such as competitive behavior Levels are short hand of points earned. Feedback Feedback accelerates drive to mastery. Feedback is fun Social Feedback is more powerful than system feedback Exchange Structured social interaction Explicit exchanges Adding a friend in facebook Implicit exchanges Are more powerful than explicit exchange Gift exchange Customization Character customization Customization engaged players and makes them stick Social media trends influencing game mechanics Accessibility Social media is making games more accessible to more people Recombinant Syndicated
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Gamification on intranets: the risks of playing along « Adoption « ClearBox C... - 0 views

  • But points and badgest are a very basic “carrot” approach. Pink says that in the main carrots and sticks don’t work except for basic repetitive tasks where there is little intrinsic motivation.
  • For anything involving knowledge or creativity, what matters is: Autonomy – deciding how and when to do things Mastery – the reward in gaining a skill and learning Purpose – the sense that the task is part of a greater goal.
  • What concerns me is that points and badges are none of the above, they are just  extrinsic motivation.
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  • Generally, when simple rewards are offered in return for acts that should have intrinsic rewards, people start to forget the real reason they are sharing and optimize their game-based scores instead. For example, instead of giving 1 comprehensive answer, they give 3 partial answers for 3x the points. Or people may withhold answers until they can maximize their points – ceasing to co-operate.
  • 2) Where mastery developed in the game is a re-usable skill.
  • Usually games are rewarding for a while and then people tire of them – they hold limited appeal for mastery. If you’ve made it central to your collaboration approach and this happens, then what?
  • 1) Making intrinsically dull tasks more interesting.
  • Differentials in reward can de-motivate the many to the benefit of the few. Just as high salaries for the top 5% can breed resentment in the other 95% and make them less productive, so can an element of competition can switch off the masses who feel their efforts won’t make a difference to the leader board, even if it would have made a difference to  the real-world problem on the Q&A forum.
  • 3) Where the only purpose you can offer is recognition
  • I hope as the field matures some good case studies emerge, but for now  if you want employees to share knowledge or collaborate more effectively, then games are low on purpose, irrelevant at best to autonomy (and at worst they may get in the way) and may also suppress creative thinking.
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Mobile Payments Are Going to Explode This Holiday Season, PayPal Says [Infographic] [26... - 0 views

  • Payments company PayPal wants to make sure that it stays in the conversation when it comes to mobile payments.
  • In the last couple of weeks we have heard from innovations coming out of MasterCard and Intuit. PayPal is one of the leaders in mobile payments, especially on the peer-to-peer front.
  • PayPal is predicting that mobile payments is going to boom come time for the holiday shopping spree
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  • In a survey conducted by PayPal and research firm Ipsos, half of mobile payments users plan on making a purchase with their device when the holiday shopping season starts after Thanksgiving.
  • PayPal claims that over half of mobile buyers use the service as their payment method of choice.
  • near-field communications options are still years from widespread adoption and the dongle-based half of the industry (between Square, Intuit and others) is still in growth mode
  • Other mobile payments options include direct billing from Apple or Amazon for digital goods like apps and songs or carrier billing, which PayPal also provides through eBay's acquisition of Zong.
  • PayPal believes that most mobile purchases will be made from home. Hence, they are calling the trend "couch commerce."
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The Paypers. Insights in payments. [27Sep11] - 0 views

  • Austrain mobile payment transaction company Dimoco has rolled out a new mobile carrier billing service in the Czech Republic.
  • Dimoco has thus started offering gateway billing via the billing gateways of three Czech MNOs, namely T-Mobile, Telefonica O2 and Vodafone.
  • Dimoco develops, operates and markets a mobile messaging and payment transaction hub.
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  • Gateway billing is a form of mobile payment and offers companies the possibility to bill their customers for their digital content orders via the customers’ mobile phone invoices.
  • The goods can be ordered (the opt-in method) either via mobile or classic web, depending on the service provider’s requirements. The billing itself is transacted via the consumer’s existing cell phone plan and not via value-added SMS, but via the Dimoco hub’s direct connection to the network operators’ billing systems.
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Unpacking Badges for Lifelong Learning [25Sep11] - 0 views

  • Author: Sheryl Grant
  • Is there some core definition or badge-ness to explain what makes badges unique?
  • If badges are like degrees, diplomas, grades, or currency -- which many of us have collected and displayed and benefited from -- what's wrong with them? Why are badges worse or better? If badges are visual signs of rank, reputation, membership, and identity, and are just another way to show affiliation, why are they different than, say, titles, clothing, hair, language, accents, bumper stickers, friends, or an alma mater?  
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  • Because badges hinge on motivation. Most of the energy in the badges conversation seems to have roots in the different ways people think about motivation, and more specifically about motivation and learning. What motivates learners to learn? What de-motivates them? 
  • Where's the line between motivating a learner and manipulating them?
  • For me, the most interesting intersection of the Badges for Lifelong Learning conversation is where learning theories overlap with research into virtual communities, new collectives, commons-based peer production -- whatever you want to call what we do online. A good deal of Internet research is about participation and motivation. If anything connects the badges community, it's seems to be the belief that more participation is better.
  • The communities of practice research links new collectives like Wikipedia with learning and identity, and authenticity is thought to affect people's motivation to learn and participate and reach goals.
  • There's this obscure ID Compensation theory that isn't even on Wikipedia! yet!
  • What if badges are just one more way to represent feedback? What if they're the best, most versatile way to provide feedback, whether that feedback is many-to-one, one-to-one, or many-to-many?
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If you could replace the content of your wallet with apps, would you? [03Oct11] - 0 views

  • In an age when everything is going virtual and digital, we could be looking at a future where wallets may be as uncommon as Filofax organizers and paper address books.
  • While loyalty cards should be baked right into Google Wallet, the chances are not every single retailer will be included in the equation. The cross platform app Key Ring is the perfect solution to get rid of all those loyalty cards crowding your wallet (or key chain) and put them all on your phone.
  • Rather than use traditional business cards, there are several virtual options that can replace the need to print out a stack of cards. It’s more environmentally friendly and you won’t have to worry about forgetting your cards. CardCloud, which we’ve written about in the past, is available for both iOS and Android and allows you to email your business card to users who don’t use the app, and record the location where you exchanged business cards – making it the most well-rounded app of its kind.
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  • Expensify is a good option to scan receipts, and additionally allows US users to link credit card and bank information to the app to record their payments as they happen. Available for Android, iOS, Blackberry and Web OS, the app allows you to scan receipts on the fly, by simply taking a photo of the receipt.
  • Although there is nothing currently available, Google Wallet isn’t the only app vying for your attention in the mobile payment space. Isis has AT&T, Verizon and T-Mobile backing its mobile payment system so it could prove to be competition for Google in the US. Zoosh, a service created by Narette is also aiming to turn your phone into a replacement for your wallet. Banks are also catching up with the times, with Movenbank, dubbed “the world’s first cardless bank” launching its Alpha site, just this past weekend.
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